The Effectiveness of Virtual Reality as an Intervention to Decrease - - PowerPoint PPT Presentation

▶
the effectiveness of virtual reality as an intervention
SMART_READER_LITE
LIVE PREVIEW

The Effectiveness of Virtual Reality as an Intervention to Decrease - - PowerPoint PPT Presentation

The Effectiveness of Virtual Reality as an Intervention to Decrease Chronic Low Back Pain in Adults as Compared to Standard Therapeutic Intervention: A Systematic Review Patrick McCarty, SPT David Wisowaty, SPT Amanda Kuptsow, SPT Elizabeth


slide-1
SLIDE 1

The Effectiveness of Virtual Reality as an Intervention to Decrease Chronic Low Back Pain in Adults as Compared to Standard Therapeutic Intervention: A Systematic Review

ORDER OF WHO IS PRESENTING:

Patrick McCarty, SPT David Wisowaty, SPT Amanda Kuptsow, SPT Elizabeth Tapia, SPT Peter Leininger, Ph.D., PT, OCS

1

slide-2
SLIDE 2

PREVALENCE OF CHRONIC LOW BACK PAIN (LBP)

◼ According to the American Physical Therapy Association’s “Move Forward” Low Back Pain Survey (2012)1

◼

More than one-third of Americans reported LBP impacts ability to perform daily tasks, exercise, and sleep

◼

Nearly 3 in 4 Americans (72%) reported using pain medications to relieve symptoms ◼ National Institute of Neurological Disorders and Stroke (2014)2

◼

80% of Americans experience LBP

◼

Most common cause of job-related disability

2

slide-3
SLIDE 3

PREVALENCE OF CHRONIC LOW BACK PAIN (LBP)

◼ Centers for Disease Control, Summary Health Statistics (2015)3

◼

LBP ranked higher than neck pain, face/jaw pain, and pain related to severe headaches and migraines for adults in the U.S. aged 18 and older

◼

Greater than one-third of Americans aged 45-75 and older experience LBP

◼ A qualitative study by Palazzo, Klinger, and Dorner et al examined barriers to exercise program adherence for patients experiencing chronic LBP (2016)4

◼

Common reasons reported for failed adherence: repetitive exercise program, lack of feedback, fear avoidance behaviors, lack of support, lack of motivation

◼

Solutions offered by patients: social networks, videos for guidance in good form , virtual reality programs that provide feedback, progressive challenge

3

slide-4
SLIDE 4

NON-IMMERSIVE VIRTUAL REALITY

Immersive Virtual Reality5

◼ Non-invasive computer simulation ◼ User interacts with a three dimensional computer generated environment ◼ User wears a head mounted display ◼ User interacts via accessory devices such as keyboards, mice, or controllers,or with bodily motions ◼ Considered to be the highest interactive implementation of virtual reality

Non-Immersive Virtual Reality5

◼ Non-invasive computer simulation ◼ User interacts with a two dimensional computer generated environment ◼ Display is usually a computer monitor or a TV screen ◼ User interacts via accessory devices such as keyboards, mice, or controllers,or with bodily motions ◼ Less costly to implement than immersive virtual reality

4

slide-5
SLIDE 5

PURPOSE

◼ To determine the effectiveness of virtual reality (VR) as an intervention to decrease chronic low back pain (LBP) in adults as compared to conventional physical therapy (PT) intervention.

5

slide-6
SLIDE 6

METHODS

◼ Search Terms:

◼

(virtual reality OR VR OR virtual reality gaming OR gaming) AND (back pain OR chronic back pain OR low back pain OR LBP) ◼ Search Limits:

◼

English language

◼

Human subjects ◼ Databases:

◼

MEDLINE/Pubmed, Proquest, CINAHL, Cochrane Library, ScienceDirect

6

slide-7
SLIDE 7

SELECTION CRITERIA

◼ Selection Criteria:

◼

Diagnosis of chronic low back pain (> 2 months)

◼

Adults 18 years and older

◼

Randomized controlled trials (RCT)

◼

Interventions including VR

◼

Assessment using a valid and reliable pain scale

7

slide-8
SLIDE 8

EXAMPLE VIRTUAL REALITY SYSTEMS

8

slide-9
SLIDE 9

PRISMA

Identification Screening Eligibility

Included

Records identified through database searching (n=607) Additional records identified through other sources (n=3) Records after duplicates removed (n=597) Records screened (n=597) Full-text articles assessed for eligibility (n=9) Studies included in qualitative synthesis (n=6) Records excluded (n=588)

  • By title due to irrelevance (573)
  • By abstract (15)

○ Study Design: 10 ○ Population: 2 ○ Intervention: 3 Full-text articles excluded with reasons (n=3)

  • Study design = 3

9

slide-10
SLIDE 10

PEDro SCORING

10

Average: 6.7 Range: 5-10 (Moderate to Good Evidence)

slide-11
SLIDE 11

RESULTS

◼ Samples ranged from 21-52 subjects (207 total) ◼ Average age of subjects ranged from 24-68 years old ◼ Five of 6 studies reported baseline average LBP ranging from 6-7 on a visual analog scale ◼ VR intervention ranged from 15-30 minutes (avg. = 23.3)

◼

Frequency ranged from 3-5 sessions/week (avg. = 3.5)

◼

Duration ranged from 2-8 weeks (avg. = 5.5)

11

slide-12
SLIDE 12

RESULTS

◼ Of the 6 studies selected:

◼

All used non-immersive VR

◼

All reported significant within group differences in pain reduction for VR groups

◼

All were compared to control groups receiving traditional therapeutic exercises

◼

Interventions included VR as the sole treatment or in conjunction with therapeutic exercises ◼ Four of 6 studies compared between group differences:

◼

Two found statistically significant reductions in pain favoring VR intervention groups

◼

Wii Fit Yoga

◼

VR Walking program (viewed on screen, with video glasses)

12

slide-13
SLIDE 13

RESULTS

◼ Other clinically significant benefits reported in the studies:

◼

Improved functional outcomes6,7,9 (Sit to Stand, TUG, 6MWT, ODI)

◼

Decrease in fear avoidance behavior7,9 (Tampa Kinesiophobia Scale, FABQ)

◼

Improved well-being10 (RAND-36 Mental Health Composite)

13

slide-14
SLIDE 14

LIMITATIONS

◼ Variable treatment parameters

◼

Frequency (3-5 sessions), time per session (15-30 min), treatment duration (2-8 wks) ◼ Variable VR interventions

◼

Commercial systems: Wii Fit (recreational games, yoga, task-specific training)

◼

VR passive walking program, tablet games

◼

VR dodgeball (system developed through research) ◼ Lack of between group comparisons in two studies ◼ Lack of follow-up to determine long term effects of interventions ◼ Limited databases used

14

slide-15
SLIDE 15

CONCLUSIONS

◼ Moderate to strong evidence suggesting that non-immersive VR is a promising intervention to consider as part of a therapeutic exercise program for patients with chronic LBP, but research is limited to suggest it is superior to therapeutic exercise programs alone. ◼ Further research is needed to determine which specific non-immersive VR programs and treatment parameters are most effective for quality evidence-based practice.

15

slide-16
SLIDE 16

CLINICAL RELEVANCE

◼ VR is a novel opportunity for task-specific training in a stimulated, safe environment ◼ Emerging evidence showing that VR:

◼

Increases functional outcomes attained in therapy6,7,9

◼

Improves emotional well-being10

◼

Helps to breaks the cycle of fear avoidance behaviors7,9

16

slide-17
SLIDE 17

CLINICAL RELEVANCE

◼ Recommended VR session parameters for pain reduction:

◼

20-25 minutes per session

◼

3-5 times a week for 4-6 weeks

◼ Clinicians should consider VR as an adjunct to conventional PT to improve delivery of patient care

17

slide-18
SLIDE 18

FUTURE RESEARCH

◼ Future studies should:

◼

Examine pain reduction in VR only groups as compared to conventional PT groups

◼

Examine effectiveness of VR programs in maintaining improved pain outcomes

  • ver time through follow-up assessments

◼

Determine impact of VR interventions in improving patient adherence to plan of care for chronic LBP

◼

Establish more consistent treatment parameters for non-immersive VR programs to improve application to practice

◼

Compare efficacy of non-immersive and immersive VR programs in treatment of chronic LBP

18

slide-19
SLIDE 19

CURRENT RESEARCH ON VR AND LBP

◼ Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial)12 (2017) ◼ Attitudes toward a virtual reality physical activity intervention among veterans with chronic low back pain13 (2017)

◼

Supplement– Journal of Pain prints abstracts of presentations where data is yet to be published

19

slide-20
SLIDE 20

ACKNOWLEDGEMENTS

Thank you:

◼ Dr. Leininger ◼ Dr. Hakim ◼ Dr. Collins ◼ Dr. Sanko ◼ Dr. Trost ◼ DPT students, faculty, and guests!

20

slide-21
SLIDE 21

REFERENCES

1. American Physical Therapy Association. Most Americans Live with Low Back Pain - and Don’t Seek Treatment. http://www.apta.org/Media/Releases/Consumer/2012/4/4/. Updated May 25,

  • 2012. Accessed September 25, 2017.

2. National Institute of Neurological Disorders and Stroke. Low Back Pain Fact Sheet. https://www.ninds.nih.gov/Disorders/Patient-Caregiver-Education/Fact-Sheets/Low-Back-Pain-Fact-Sheet. Published December 2014. Accessed September 25, 2017. 3. Centers for Disease Control and Prevention. Summary Health Statistics: National Health Interview Survey. https://ftp.cdc.gov/pub/Health_Statistics/NCHS/NHIS/SHS/2015_SHS_Table_A-5.pdf. Updated January 24, 2017. Accessed September 25, 2017. 4. Palazzo C, Klinger E, Dorner V et al. Barriers to home-based exercise program adherence with chronic low back pain: Patient expectations regarding new technologies. Ann Phys Rehabil Med. 2016;59(2): 107-113. doi: 10.1016/j.rehab.2016.01.009. 5. Shahrbanian S, Ma X, Aghaei N, Korner-Bitensky N, Moshiri K, Simmonds M. Use of virtual reality (immersive vs. non immersive) for pain management in children and adults: A systematic review of evidence from randomized controlled trials . European Journal of Experimental Biology. 2012;2(5):1408-1422 6. Monteiro-Junior RS, de Souza CP, Lattari E, et al. Wii-Workouts on Chronic Pain, Physical Capabilities and Mood of Older Women: A Randomized Controlled Double Blind Trial. CNS Neurol Disord Drug Targets. 2015;14(9): 1157-1164. doi:10.2174/1871527315666151111120131 7. Yelvar GDY, Çırak Y, Dalkılınç M, Demir YP, Guner Z, Boydak A. Is physiotherapy integrated virtual walking effective on pain, function, and kinesiophobia in patients with non-specific low-back pain? Randomised controlled trial. Eur Spine J. 2016;26(2):538-545. doi:10.1007/s00586-016-4892-7. 8. Thomas J, France C, Applegate M, et al. Feasibility and safety of a virtual reality dodgeball intervention for chronic low back pain: a randomized clinical trial. J Pain. 2016; 17: 1302-1317 9. Kim SS, Min WK, Kim JH, Lee BH. The Effects of VR-based Wii Fit Yoga on Physical Function in Middle-aged Female LBP Patients. J Phys Ther Sci. 2014;26(4): 549-552. doi:10.1589/jpts.26.549 10. Park J, Lee S, Ko D. The Effects of the Nintendo Wii Exercise Program on Chronic Work-related Low Back Pain in Industrial Workers. J Phys Ther Sci. 2013;25(8):985-988. doi:10.1589/jpts.25.985. 11. Zavarize S, Paschoal M, Wechsler S. Effects of physiotherapy associated to virtual games in pain perception and heart rate variability in cases of low back pain. MTP&Rehab Journal. 2016;14(354). doi:10.17784/mtprehabjournal.2016.14.354 12. Zadro JR, Shirley D, Simic M. Video-game based exercises for older people with chronic low back pain: a protocol for a feasibility randomised controlled trial (the GAMEBACK trial). J Physiother. 2017; 103(2) : 146-153. doi: 10.1016/j.physio.2016.05.004. 13. Penn T, Browning W, France C, Hardee G, Zielke M, Trost Z. Attitudes toward a virtual reality physical activity intervention among veterans with chronic low back pain. J Pain. 2017; 18(4) : S1. doi: 10.1016/j.jpain.2017.02.004

21

slide-22
SLIDE 22

QUESTIONS?

22